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README
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ouzel

Ouzel v0.40

Build Status Build Status Quality Gate Join the chat at https://gitter.im/ouzelengine/Lobby

Ouzel is a C++ game engine mainly targeted for development of 2D games.

Supported platforms:

  • Windows 7, 8, 10
  • macOS 10.8+
  • GNU/Linux
  • iOS 8+
  • tvOS 9+
  • Android 3.0+
  • Emscripten (sample)

Supported rendering backends:

  • Direct3D 11
  • OpenGL 2, OpenGL 3 and OpenGL 4
  • OpenGL ES 2 and OpenGL ES 3
  • Metal

Supported audio backends:

  • XAudio 2
  • CoreAudio
  • OpenAL
  • OpenSL ES
  • ALSA

Features

  • Cross-platform (Windows, macOS, iOS, tvOS, Android, Linux, and Emscripten targets supported)
  • Multi-threaded (separate threads for rendering, sound, and game)
  • 2D and 3D scene management
  • GUI helper classes and management
  • Bitmap and true-type font support
  • Multiple side-by-side viewport support
  • XInput, DirectInput, IOKit, Apple GameController, and Linux evdev gamepad support
  • Actor animation (including tweening) system
  • Particle systems
  • Resource caching system
  • Localization support via loading string translations and UTF-8 string support
  • Software audio mixer for sound effect playback
  • High DPI support on Windows, macOS, and iOS
  • Easy to install (just pull the repository and build it)

Example app

The following code will open create a scene with a sprite in the center of it:

#include "assets/Bundle.hpp"
#include "core/Engine.hpp"
#include "scene/Camera.hpp"
#include "scene/Layer.hpp"
#include "scene/Scene.hpp"
#include "scene/SpriteRenderer.hpp"

class Example: public ouzel::Application
{
public:
    Example():
        assets{ouzel::engine->getCache(), ouzel::engine->getFileSystem()}
    {
        assets.loadAsset(ouzel::assets::Loader::Image, "player", "player.png");
        ouzel::engine->getSceneManager().setScene(&scene);
        scene.addLayer(&layer);
        cameraActor.addComponent(&camera);
        layer.addChild(&cameraActor);
        playerSprite.init("player");
        player.addComponent(&playerSprite);
        layer.addChild(&player);
    }

private:
    ouzel::scene::Scene scene;
    ouzel::scene::Layer layer;
    ouzel::scene::Camera camera;
    ouzel::scene::Actor cameraActor;
    ouzel::scene::SpriteRenderer playerSprite;
    ouzel::scene::Actor player;
    ouzel::assets::Bundle assets;
};

std::unique_ptr<ouzel::Application> ouzel::main(const std::vector<std::string>& args)
{
    return std::make_unique<Example>();
}

Showcase

2D platformer Bearslayer is being developed using Ouzel engine.

Bearslayer

Compilation

GNU makefile, Xcode project, and Visual Studio project files are located in the "build" directory. Makefile and project files for sample project are located in the "samples" directory.

You will need to download OpenGL (e.g. Mesa), ALSA, and OpenAL drivers installed in order to build Ouzel on Linux. For x86 Linux also libx11, libxcursor, libxi, libxrandr, and libxss are required.

To build Ouzel with Emscripten, pass "PLATFORM=emscripten" to "make" command, but make sure that you have Emscripten SDK installed before doing so:

$ make PLATFORM=emscripten

You can build Android samples and run them on an Android device by executing the following commands in "samples/android" directory (Android SDK and NDK must be installed and added to PATH):

$ gradle assembleDebug
$ gradle installDebug
$ adb shell am start -n org.ouzel/org.ouzel.MainActivity

To build Ouzel on Raspberry Pi, you will have to install Raspberry Pi development library (libraspberrypi-dev) and kernel headers (raspberrypi-kernel-headers)

Because on Raspbian Stretch libEGL.so was renamed to libbrcmEGL.so and libGLESv2.so to libbrcmGLESv2.so you will have to run the following commands before building the samples on Raspbian 8 (Jessie) or older:

$ sudo ln -s /opt/vc/lib/libEGL.so /opt/vc/lib/libbrcmEGL.so 
$ sudo ln -s /opt/vc/lib/libGLESv2.so /opt/vc/lib/libbrcmGLESv2.so

System requirements

  • Windows 7+ with Visual Studio 2017 or newer
  • macOS 10.10+ with Xcode 10+
  • Any reasonable new Linux distro (x86 and ARM are supported) with gcc 7+ or clang 5+

Getting help

You can ask question in the following locations:

License

Ouzel codebase is released to the Public Domain

This is free and unencumbered software released into the public domain. Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. For more information, please refer to <http://unlicense.org/>

简介

OUZEL 是一个 C++ 游戏引擎,主要针对 2D 游戏的开发 展开 收起
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